Hi everyone,
As we all know, there are problems with combining all the Adventure Cards. Here are the three I've identified.
1. Balance
Ideally a game of Talisman shouldn't need more than 104 cards, because the base game worked well with this amount. You should be able to mix all the expansions thoroughly, choose any 104 Adventure Cards and have it work - without the use of corner expansions. If you feel that, after mixing, you need more than 104 cards to make the game work... it implies expansions are not balanced and they drag out the game.
An well-balanced deck requires a certain percentage of "essential" cards, which are those that increase Strength and Craft. The entire point of drawing Adventure Cards is to somehow increase your Strength or Craft so you can pass the Crypt or Mines. Everything else is "filler." Fun filler, exciting filler - but filler. As an example, the Solomon's Crown (+2 Craft, base game) is a "necessary" card. The Gilded Compass (-1 movement, Sacred Pool) helps your movement. It's a nice card, but it's ultimately filler, because if every card were like it, you wouldn't pass the Crypt or Mines. Bottom line is that you need Enemies to fight, and Objects and Followers that increase Strength or Craft.
My opinion is that The Reaper is well-balanced, the Blood Moon is okay, but the Frostmarch and Sacred Pool have a lot of filler compared to the base game.
2. Versatility
Ideally, the expansions should be versatile: every component should be optional and independent. With The Reaper expansion, you can use the Adventure Cards, the characters, Warlock Quests, and the Grim Reaper all independently of each other. With Frostmarch, Sacred Pool, and especially Blood Moon, the Adventure Cards, Alternative Endings, Spells, and some characters require the use of the included variants (e.g. Warlock Quests, Time Card, Werewolf).
So, unless you surgically remove specific cards, then you're forced to play with all variants. And by the time you want to play with those variants, you'll have to insert those cards back into your giant deck but then you're unlikely to even see them. As an example, almost all Spells work without any variants... until the Blood Moon happened. If you introduce the game to new players or didn't feel like using the Werewolf or Time Card, you could combine almost all the Spells (except Path of Destiny from Frostmarch) from base up to Sacred Pool with no problems. But when you felt like playing with the Werewolf finally, you'd shuffle a "whopping" 10 cards into your Spell deck of about 100. Good luck ever coming across one. And this is the Spell deck, which was pretty good up to Blood Moon. The Adventure Deck is obviously worse. So clearly, except with The Reaper, we're expected to use the expansion in it's entirety.
3. Theme
Mixing everything dilutes the theme of one particular expansion. It's not a gameplay problem, though.
Suggestion
Here's one suggestion that we find works well. Unfortunately, you need to start by separating all the cards, characters, endings, and everything back into the original boxes they came in.
Step 1: Choose your "theme." Roll 1 die. The result is your theme!
1 - Base Game
2 - The Reaper
3 - The Frostmarch
4 - The Sacred Pool
5 - The Blood Moon
6 - The Dragon
Use everything related to this expansion, including Adventure Cards. Mix the expansion Adventure Cards with the base game Adventure Cards. If you use The Dragon, use only the base game Adventure Cards.
Step 2: Choose your supporting expansions. Include everything from these expansions, except Adventure Cards. We like to randomize this too by rolling a die for each expansion. On a 1-3, the expansion and all its components are not used; on a roll of 4-6, it is used. This allows us to have many different combinations of rules variants. It also provides some control over the size of the Spell deck, which allows games with thematic spells (e.g. Blood Moon) to occur with more frequency.
- The Reaper: Use the characters, spells, Warlock Quests, and Grim Reaper.
- The Frostmarch: Use the characters, spells, Warlock Quests, and alternate endings.
- The Sacred Pool: Use the characters, spells, Quest Rewards, Stables, and alternate endings.
- The Blood Moon: Use the characters, spells, Time Card, Lycanthrope Cards, Werewolf, and alternate endings.
- Corner Expansions: Use the characters, spells, and everything else. Mix the alternate endings (including those from The Dragon if you are using it) with all the other alternate endings you chose. Use the Adventure Cards too.
This approach controls theme and balance at the same time by focusing only on one expansion's deck of Adventure Cards (potentially unbalanced) and adding the base deck (balanced). And It handles rules by ensuring no card is drawn which can't be supported if a required component is not in play (since you use the expansions as a whole). And no house rules or modifications are needed.
Anyway, sorry for being wordy but that's my suggestion! I'd like to hear yours!
Edited by Artaterxes